Starsiege tribes patch 1.20


















In particular, you need to know quick routes. Speed is important for capping but being able to get to the enemy base quickly and make grabs to prevent the enemy team from capturing is critical. Routes with long setup times will not cut it in most games. In most games there are 2 cappers and a Light Offense on a team so coordination is key. When the game starts, you and your other cappers should try to coordinate so that your routes arrive at the enemy flag at a similar time it's much harder for defenders to stop cappers who come in together.

As with almost everything else in this guide the more your team communicates the better you'll do. When you arrive at the enemy flag, one of three things will happen: A. Start taking the flag back home. As you do this, check if 1 your team's flag is still at home, or 2 if the other team also got a grab. You won't make it home every time. Sometimes you'll die and drop the flag mid-field, and the other team will leave the flag there. When this happens your job is to 'force' the other team to return the flag.

To do this, you simply head to the flag in midfield and try to kill the defender s who are defending it and re-grab the flag. The best way to force the flag is kind of tricky and knowing whether to just try to grab it or kill the defenders will come with experience.

Notes on Camping: Whenever your teammate grabs the flag and begins his return route, now is the time to get in position to camp. When it was my turn, I quickly grabbed a medium armor, which let me carry the heavy turret, and a few mines.

Hopping on to the lift, I made my way to the generator room, where the dual power sources were providing the juice for our supply stations and shields. The room was not in the way of much traffic, so I placed a couple of mines at the entrance - they would remain undisturbed till the enemy decides to pay a visit.

It took me a while to find a good position for the turret due to interference from turrets on other floors. Finally, with a quick boost of my jetpack, I made my way back to the inventory station and changed into heavy armor I'd rather use something faster, but only the heavy armor lets you carry the mortar artillery complete with a shield pack. The shield is invaluable when you are concentrating on shelling the enemy base from afar - if someone honed their sights on you, your shield could absorb a few hits, giving you time to retaliate.

People in speedy light armors prefer energy packs to charge their jetpacks faster for rapid escapes, and other heavies go for ammo packs that give them more rounds for their mortars The enemy base was far away and in this heavy armor, it would take ages to get there.

I keyed my radio and called for an APC pickup. The driver station of the APCs are small, only those in light armor can fit in.

Bullseye answered my call - "be right there" he said. Upon my arrival, I saw two other guys ready to go base smashing by the APC: Mike, another heavy with mortar and Doomsday, in medium armor, equipped with medium range area effect plasma guns. He was also carrying a portable inventory station with him! It's a daring move that stuff weighs you down but if he could place one within the enemy base, he could setup shop right there for repair and resupply.

Bullseye himself, clad in light armor of course, had a laser rifle the de-facto snipers weapon with an energy pack to sustain it and informed me he also had a targeting laser. Buddies with targeting lasers are good news for heavies, as they are used to tell mortar wielders where to shoot for a perfect score every time. I hopped in and we were soon on our way.

Bullseye stayed low and used valleys to avoid detection - the APC was unarmed and would make a nice catch for enemy snipers. We swerved west to avoid the turret fire from the enemy controlled tower in the middle of the battle arena.

As we ducked into the valley leading to our drop off point, an enemy scout vehicle popped over the crest and upon seeing us, veered into a bank to engage. There wasn't much distance between us and his broadside made a good-sized target even for the rather inaccurate chain gun I was carrying.

Quickly zeroing in on him, I pulled the trigger for three seconds of sustained fire and soon he was flying head over heels without a scout underneath. Cheers rose from our small crew, as Bullseye settled the APC right behind a hill - on the other side was the enemy base. We all got out and Doomsday took off, going over the hilltop and engaging his boosters to land on the balcony leading into the enemy base.

Mike and I took our positions - barely peeking above the hilltop making sure their sensors were not detecting us. I signaled ready and Bullseye lit up the enemy pulse sensor on the roof with his targeting laser. All I had to do was line up the mortar's sights with the blue triangle on my display, and fire away.

The mortar shells carved a green arc through the air Two shots and the sensor blew up with a satisfying shockwave, taking out a an enemy light armor right next to it, who was trying to figure out where the hell the shells were raining from.

The laser was painting the plasma turret on the balcony next, and it took three shells to take that one out - then suddenly my shield lit up purple all around me: I was taking fire!

Quickly turning around I saw an enemy in light armor raining plasma on me. The plasma rifle is very deadly at close ranges and with splash damage, impossible to avoid in heavy armor. My shields were already down to nothing - my best chance was landing a mortar shot where it counts. As he was charging towards me, I popped a shell in front of him, but he was quick to fire his jets to leap straight into the air and took only a portion of the full blast damage.

I started strafing left and lining up another mortar shot, but he managed to score two explosive disc shots meanwhile. I fired off another shot, engaged my repair kit to heal myself, but while trying to get out of the enemy's sight, I had wondered over the crest. The defenders at the base didn't miss the opportunity. A series of blaster shots landed on my back, and I fell down as my world went dark.

So, this is Starsiege: Tribes. For those in the know, it's Team Fortress on steroids well, ok, a lot of steroids. For the rest of us, it's a multiplayer action combat game at squad level, where a lot of teamwork is required to accomplish results. There's no single-player support: everything takes place on public servers that support up to 32 players online at the same time.

The game offers some a few player training missions, but I found these lacking in depth, if not in scope. There really isn't any way to properly learn the game other than going online and playing a few games till you figure out what's going on. A more complete training package would have been nice, which would have cut down on the newbie ratio on the servers.

Tribes offers a few different flavors: Deathmatch rather pointless, as this game's strength is NOT firefights. If that's what you want, Quake 2 does it better , Defend and Destroy destroy the enemy's assets and stop them from doing the same , Capture and Hold capture an objective and hold on to it to gain points , Find and Retrieve find flags and bring it back to the designated flag holding area and finally the good old Capture the Flag.

Amongst those Capture the Flag and Defend and Destroy are the most popular. Some of the variants appealed to me far more than the others:. Defend and Destroy is nice, but some levels can be over way too quickly two-three minutes if one of the teams is lucky enough to have one-man-army members who can take out the enemy base in one swoop.

Find and Retrieve is also an interesting twist on the old CTF theme, but requires quite a bit skill to coordinate everything, making it less suitable to public play. Lastly, some of the Capture and Hold levels to have too many objectives to make setting up defenses worthwhile, eliminating that aspect of the game.

Already, modified versions of the standard maps no client-side download required to enjoy these either and modifications, such as anti-team kill code that kicks those who attempt to destroy games by killing their teammates, exist.

Tribes has a built-in server browser for the purpose of finding that perfect server to play on. There is no central online service - as with other FPS games, there are a number of publisher-run servers and many servers run by third parties. At the time of writing, there were around servers online; not bad at all. The browser is merely adequate - one big downfall is the lack of a "player search" function to find your friends.

Hopefully standalone server browsers will start supporting tribes so that we can enjoy the more advanced features offered by those packages. Communication between players outside of gameplay is handled via standard IRC, again built into the game. The network code itself, once you are in the game, is also pretty good. Lag is a problem as always, but it rarely provides you with a disadvantage in fire fights.

I was able to stay competitive with pings up to ms. The problem presents itself as periods of server lag, where nobody can really do much. Fortunately, these laggy periods seem to be the exception rather than the rule. Once you find a server and get into the game, you start in observer mode and are automatically assigned to one of the competing tribes - there are usually two tribes but multi-tribe levels, where three or four tribes compete, are also available.

Aside from the 3D first person view, there are two other screens of importance: the objectives screen and the commander screen. For a complete list of issues please see the readme 1 text file and the readme 2 text file.

This file updates Starsiege version 1. This patch updates Starsiege 1. For complete list of issues that are addressed by this update please see the readme 1 text file and the readme 2 text file.

Note: this update is intended only for the version of Starsiege shipped with Diamond Multimedia products. Starsiege Update 1. This patch will update the 1. Internet connection, extra software, etc. Tribes Update 1. This patch will update version 1. This patch includes OpenGL enhancements. Tribes 1. Please read the readme. Please see the readme This file will update Tribes from version 1. Also included in this update are the Open Call and Balanced missions previously released with the Tribes Mission pack.



0コメント

  • 1000 / 1000